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. 2020 May 4;8(2):e17295. doi: 10.2196/17295

Table 2.

Participant summary scores for key intervention targets before video game intervention and at 12-week follow-up.

Mean outcome summary scoresa Baseline, mean (SD) 12-week follow-up, mean (SD) P value (baseline to follow-up)
Intention score (0-64)b 42.68 (8.03) 42.95 (7.94) .75
Self-efficacy score (0-44)c 31.39 (5.57) 32.55 (7.18) .42
Risk (misperception) score (0-44)d 29.38 (5.28) 26.65 (6.62) .14
Knowledge score (0%-100%)e 26.71 (11.25) 32.77 (14.82) .12

aHigher scores indicate improved intentions, self-efficacy, and risk perceptions as measured using a 5-point Likert scale where 4=I strongly agree, 3=I agree, 2=I am not sure, 1=I disagree, and 0=I strongly disagree. The statements are worded in the affirmative. For example, “If I have sex without contraception (something to prevent pregnancy), I would probably get pregnant (or get someone pregnant).”

b16 questions; Cronbach α=.80; n=18 [19,35].

c11 questions; Cronbach α=.73; n=19 [19,46,47].

d11 questions; Cronbach α=.70; n=19 [18,19].

e35 questions; percent correct out of 35 questions; n=14 [1,35,48].